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Interweaving Assessments Into Immersive

Authentic Simulations: Design Strategies for

Diagnostic and Instructional Insights

Chris Dede

May 7–8, 2012

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Interweaving Assessments Into Immersive Authentic

Simulations: Design Strategies for Diagnostic and

Instructional Insights

Chris Dede

Harvard Graduate School of Education

Executive SummaryInternships in 21st century workplace settings offer potential benefits for student motivation,

academic learning, and mastery of skills for the global, knowledge-based, innovation-centered economy.

Secondary schools that build their learning experiences around real-world internships or apprenticeships

(such as High Tech High in San Diego or The Met in Providence) are popular and effective (Wagner,

2008). However, providing extended, mentored real-world activities outside classrooms is difficult,particularly for younger students. Moreover, internship/apprenticeship models are unscalable because

the number of workplace sites willing to accept mentoring responsibilities for students is limited, and

teachers accustomed to conventional classrooms often struggle to adapt to this form of education.

Fortunately, virtual worlds and augmented realities now offer the opportunity for all students to

experience simulated, authentic internships without leaving their classrooms.

Immersion is “being there,” the subjective impression that one is in a real place (Slator, 2009).

For example, a well-designed movie draws viewers into the world portrayed on the screen, and they feel

caught up in that virtual environment. Immersive interfaces, such as virtual worlds and augmented

realities, now can enable scalable, authentic learning both in real-world settings and in the relatively

barren context of classrooms (Dede, 2009):

•  Multiuser virtual environment (MUVE) interfaces offer students an engaging, immersive“Alice in Wonderland” experience in which their digital avatars in a graphical, virtual context

actively participate in experiences with the avatars of other participants and with

computerized agents. MUVEs provide rich environments in which participants interact with

digital objects and tools, such as historical photographs or virtual microscopes (Ketelhut,

Nelson, Clarke, & Dede, 2010).

•  Augmented reality (AR) interfaces enable ubiquitous computing models. Students carrying

mobile wireless devices through real-world contexts interact with virtual information,

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visualizations, and simulations superimposed on physical landscapes (such as a treedescribing its botanical characteristics, a historic photograph offering a contrast with the

present scene, or a cloaked alien spaceship visible only through the mobile device). This

type of immersion infuses digital resources throughout the real world, augmenting students’

experiences and interactions (Klopfer, 2008).

As a pedagogical approach, immersive interfaces align well with situated and constructivist

learning theory, since immersion positions the learner within a virtual or real-world physical and social

context while guiding, scaffolding, and facilitating participatory and metacognitive learning processes

such as authentic inquiry, active observation, peer coaching, reciprocal teaching, and legitimate

peripheral participation with multiple modes of representation (Palincsar, 1998; Squire, 2010).

The body of this paper describes in detail two curricula based on immersion and designed to

give students apprenticeship experiences in science: EcoMUVE and EcoMOBILE. Our research team’sEcoMUVE middle grades curriculum (http://ecomuve.gse.harvard.edu) focuses on teaching ecosystems

science concepts, scientific inquiry (collaborative and individual), and complex causality (Metcalf,

Kamarainen, Tutwiler, Grotzer, & Dede, 2012). The curriculum is inquiry-based; students investigate

research questions by exploring Pond and Forest immersive digital ecosystems in teams of four, with

each team member having a role based on a different area of expertise (e.g., botanist, microscopic

specialist). The team works collaboratively to analyze their combined data and understand the

ecosystem interrelationships (Figures 1–7). The module culminates with each team creating an

evidence-based concept map representing their understanding of the causal relationships in the

ecosystem and presenting it to the class.

As a complement to EcoMUVE, the EcoMOBILE project (http://ecomobile.gse.harvard.edu) is

exploring the unique affordances of augmented reality, as well as the capabilities of data collection

probeware, to support setting-enhanced learning in environmental science education (Kamarainen,

Metcalf, Grotzer, et al.,2012). As an example, hotspots are placed on a map of the physical setting, such

as a pond, and these hotspots become accessible to students at the real location in the field. At a

hotspot, students can experience augmented reality visualizations overlaid on the real environment, as

well as interactive media including text, images, audio, video, 3D models, and multiple-choice or open-

ended questions (Figures 8–12). In a field trip to a real pond, one EcoMOBILE activity focuses on

understanding the relationship between living and nonliving factors, data collection and interpretation

skills, and the functional roles (producer, consumer, decomposer) of organisms in an ecosystem.

Immersive interfaces offer unique potential for interwoven assessment because of three Es:

engagement, evocation, and evidence. In our research, we find that immersive authentic simulations are

very engaging for students, can simulate almost any aspect of an internship in a real research group, and

can collect an impressive array of evidence documenting the degree of a student’s motivation andlearning. However, understanding what students do and do not know as a result of open-ended learning

activities requires new types of assessment designs and analytic methods.

Design approaches that seem promising for interwoven, unobtrusive, real-time diagnostic

assessments include the following:

•  Capturing exploratory paths. The paths that a student takes in exploring a virtual world to

determine the contextual situation, identify anomalies, and collect data related to a

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hypothesis for the causes of an anomaly are an important predictor of the student’sunderstandings about scientific inquiry.

•   Analyzing usage of guidance systems. Gathering data on when students first choose to use

an interwoven individualized guidance system, which messages they viewed, where they

were in the immersive simulation when they viewed them, and what actions they took

subsequent to viewing a given guidance message provides diagnostic insights that can aid

instruction.

•  Interacting with animated pedagogical agents (APAs). APAs are “lifelike autonomous

characters [that] co-habit learning environments with students to create rich, face-to-face

learning interactions” (Johnson, Rickel, & Lester, 2000, p. 47). The trajectory over time of 

questions students ask of an APA is diagnostic—typically learners will ask for information

they do not know but see as having value. This can help us comprehend a student’s thought

processes and methods of knowledge acquisition. Also, APAs scattered through an

immersive authentic simulation can collect diagnostic information in various ways, such as

the APA requesting a student to summarize what he or she has found so far.

•  Documenting progress and transfer in similar settings. Shifting a student to a similar, but not

identical environment in which he or she must identify a problem (earlier in the curriculum)

or resolve a problem (later in the curriculum) can provide insights into a student’s progress

and aid transfer. Further, centering these benchmarking assessments on learners’ common

misconceptions then immediately conveying the results to students, can prompt “aha”

moments that help to synthesize new levels of understanding.

•   Attaining “powers” through accomplishments. Like leveling up in games, students can attainnew powers through reaching a threshold of experiences and accomplishments. These new

capabilities document team achievements, promote engagement, facilitate learning, and

offer additional opportunities for interwoven assessment.

All of these types of assessment are based not on proxies (e.g., test items, essays) for real world

performance, but instead on authentic actions in rich simulated contexts.

The assessment strategy overarching these design approaches is similar to what a workplace

mentor would use in measuring an intern’s motivation and learning. For a middle grades student in a

research team internship, part of the goal would be to reach some threshold of scientific understandings

and performances, but beyond that threshold the apprenticeship’s primary objectives would focus on

intrinsic motivation, self-efficacy, and love of learning (Tai, Liu, Maltese, & Fan, 2006). These important

outcomes are difficult to measure. Immersive authentic simulations are analogous to such an internship;they are more than is needed for learning basic concepts and formulaic skills but are potentially a

powerful method of scaffolding intellectual, emotional, and social capacity and commitment for future

involvement (Dieterle, 2009), as well as for assessing students’ progress toward these outcomes. The

emphasis is not on achieving higher performance on standardized measures but on preparing learners

for life. An immersive simulation with all the methods of interwoven diagnostic assessment described

above would be inefficient if the metric is coverage of curricular standards—but then that is not how the

value of internships and other real-world apprenticeship experiences are judged.

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In an instructional model oriented to presentational teaching with the goal of high achievementon tests and essays, immersive simulations with open-ended learning-by-doing may seem a needless

extravagance. But if our ultimate goal is personal and collective success in the 21st century global,

knowledge-based, innovation-centered economy, then instruction, curricula, and assessment should

center on real and simulated authentic learning-by-doing experiences, with just-in-time support based

on interwoven diagnostic assessments, to help students surmount challenges as these are encountered

(Dede, 2011).

A major next step for the EcoMUVE and the EcoMOBILE projects is to incorporate interwoven

diagnostic assessments in their curricula. My colleagues on these projects and I see this opportunity as

very important, now that we have developed these environments and are studying their motivation and

learning. The remainder of this paper describes ways in which immersive simulations offer unique

opportunities for interwoven diagnostic assessments, using EcoMUVE and EcoMOBILE as examples of 

how these visions could be implemented and delineating the substantial challenges in design and

analysis that must be overcome to realize this potential. 

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The Importance of Providing and Assessing Authentic Learning Experiences for Students

Research shows the benefits of authentic experiences, such as internships in real-world

contexts, for student motivation and mastery of academic knowledge. In 21st century workplaces,

students also can learn digital literacies and other sophisticated skills for the global, knowledge-based,

innovation-centered economy (Wagner, 2008). Historically, access to these authentic experiences has

been limited, because providing students with extended, mentored learning activities outside of the

classroom is difficult. A few secondary schools (e.g., High Tech High in San Diego, The Met in Providence)

have built their learning experiences around real-world apprenticeships. However, this model is

unscalable due to shortfalls both in number of sites willing to accept educational responsibility for the

internships and in the number of teachers with the capacity to implement and sustain this form of 

instruction, which centers on real-world understandings and performances rather than test-based

knowledge and skills.

As internships and similar real-world learning experiences illustrate, research in cognitive

science has established that knowledge and skills are richly intertwined, rather than knowledge as

content on which skills act as a process (Scardamalia & Bereiter, 2006). For example, applying

mathematics as a perspective on understanding the world requires recognizing situations in which

mathematical models might apply. This is neither a process-free content nor a content-devoid process,

but a complex knowledge-skill mixture, an understanding. Categorizing what students do and do not

know as understandings based on interwoven content knowledge and process skills is a more accurate

depiction of how the mind works than the separation between these that current frameworks typically

impose, and how students actualize those understandings in practice are performances.

In internships and apprenticeships, mentors are constantly creating stretch opportunities to

help students attain new levels of learning (Hamilton & Hamilton, 2006). In this process, interweavinglearning experiences with diagnostic assessments that measure learners’ performances to determine

their current understandings is central. Feedback from these assessments can provide mentors,

students, teachers, and parents with insights that are formative for next steps in understanding and

performing. But internship mentors don’t give tests—so how is interwoven assessment accomplished?

And how can we scale up students’ access to authentic learning experiences with interwoven mentoring

and assessment?

In the remainder of this paper, I first delineate ways in which immersive interfaces, such as

virtual worlds and augmented realities, now offer powerful affordances enabling scalable, authentic

learning both in real-world settings and in the relatively barren context of classrooms. As specific cases

that illustrate these capabilities, I describe two research projects my colleagues and I are conducting at

Harvard to design and study immersive middle-school ecosystems science curricula: EcoMUVE andEcoMOBILE. Next, I delineate how virtual worlds and augmented realities offer unique opportunities for

interwoven diagnostic assessments, in part because immersive simulations motivate student

performance, evoke authentic behaviors, and generate rich datasets about each student’s detailed

actions. As illustrations, I discuss ways of evolving the current design of EcoMUVE and EcoMOBILE to

realize this potential. As part of this vision, I discuss substantial challenges in such an evolution. For

example, incorporating interwoven assessments that do not disrupt the flow and authenticity of 

immersive experiences requires sophisticated design that seamlessly interweaves learning and

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measurement. Also, interpreting the diagnostic and instructional implications of detailed performancerecords in open-ended learning environments is very difficult. I conclude the paper with

recommendations for the field and next steps for research.

New Capabilities for Immersive Learning via Virtual Worlds and Augmented

RealitiesImmersion is “being there,” the subjective impression that one is in a real place (Slator, 2009, p.

3549). For example, a well-designed movie draws viewers into the world portrayed on the screen, and

they feel caught up in that virtual environment. Technologies can induce immersion via the sensory

stimuli, participants’ abilities to influence what happens in the environment, and the use of narrative

and symbolism (Dawley & Dede, in press). Two types of immersive interfaces underlie a growing number

of formal and informal learning experiences (Dede, 2009):

•  Multiuser virtual environment (MUVE) interfaces offer students an engaging “Alice in

Wonderland” experience in which their digital avatars in a graphical, virtual context actively

participate in experiences with the avatars of other participants and with computerized

agents. MUVEs provide rich environments in which participants interact with digital objects

and tools, such as historical photographs or virtual microscopes (Ketelhut et al., 2010).

•  Augmented reality (AR) interfaces enable ubiquitous computing models. Students carrying

mobile wireless devices through real-world contexts interact with virtual information,

visualizations, and simulations superimposed on physical landscapes (such as a tree

describing its botanical characteristics, a historic photograph offering a contrast with the

present scene, or a cloaked alien spaceship visible only through the mobile device). This

type of immersion infuses digital resources throughout the real world, augmenting students’experiences and interactions (Klopfer, 2008).

The military and the entertainment industry have expended substantial resources in developing

these immersive media, which have many applications in precollege and higher education, as well as for

training and professional development.

For example, both of these immersive interfaces enable developing learning experiences in

which students encounter richly detailed, simulated real-world situations with challenges that can be

resolved through applying academic knowledge and skills (e.g., the biology-based protocols and

practices used by a diagnostician examining a virtual patient to determine what illness is present).

Sometimes these learning experiences are developed as games that foster problem solving skills related

to a particular role or situation (Barab, Gresalfi, & Ingram-Goble, 2010; Shaffer & Gee, 2007). The

EcoMUVE and EcoMOBILE curricular case studies in this paper are instead gamelike, authenticsimulations that draw on theory-based and empirical insights about engagement, motivation, flow, and

self-efficacy. However, they deliberately do not include some types of engagement common in games

(e.g., extrinsic rewards, scoring systems, competition among participants) that may undercut intrinsic

motivation and learning for some students, using instead the importance and relevance of the real-

world challenge as the primary motivator.

How are immersive media different from other types of learning experiences, such as tutoring

systems or nonimmersive games and simulations, which more tightly constrain learner interactions in an

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instructional trajectory? (An example of the latter would be a two-dimensional game in which one fires acannon at a distant object, changing the angle of the cannon’s barrel to determine where its shell will

impact.) Instruction in immersive settings can foster constructivist/interpretivist learning by providing

rich, loosely structured experiences and guidance (such as apprenticeships, coaching, and mentoring)

that encourage meaning-making without imposing a fixed set of knowledge and skills or a narrow path

to success (Dunleavy & Dede, in press). Constructivist/interpretivist theories of learning assume that

meaning is imposed by the individual rather than existing in the world independently (Dede, 2008).

People construct new knowledge and understandings based on what they already know and believe,

which is shaped by their developmental level, their prior experiences, and their sociocultural

background and context.

Constructivist learning theory outlines five conditions most likely to enhance learning: (a) embed

learning within relevant environments, (b) make social negotiation integral to the learning experience,

(c) provide multiple perspectives and multiple modes of representation, (d) provide self-directed and

active learning opportunities, and (e) support and facilitate metacognitive strategies within the

experience (Driscoll, 2000). Knowledge is interwoven in the setting in which it is used; learning involves

mastering authentic tasks in meaningful, realistic situations—physical or virtual. Learners build personal

interpretations of reality based on experiences and interactions with others, creating novel and

situation-specific understandings.

Immersive interfaces also enable applying situated learning theory, in which learning is defined

as embedded within and inseparable from participating in a system of activity deeply determined by a

particular physical and cultural setting (Chaiklin & Lave, 1993). The unit of analysis is neither the

individual nor the setting, but the relationship between the two, as indicated by the student’s level of 

participation (Greeno, 1998). From this perspective, learning and cognition are understood both as

progress along trajectories of participation in communities of practice and as the ongoingtransformation of identity (Wenger, 1998).

As a pedagogical approach, immersive interfaces align well with both constructivist and situated

learning theories. Immersion positions the learner within a virtual or real-world physical and social

context while guiding, scaffolding, and facilitating participatory and metacognitive learning processes

such as authentic inquiry, active observation, peer coaching, reciprocal teaching, and legitimate

peripheral participation with multiple modes of representation (Palincsar, 1998; Squire, 2010).

Immersive interfaces also can aid with the important educational challenge of transfer. Transfer

is defined as the application of knowledge learned in one situation to another situation and is

demonstrated if instruction on a learning task leads to improved performance on a transfer task, ideally

a skilled performance in a real-world setting (Mestre, 2002). One of the major criticisms of instruction

today is the low rate of transfer generated by presentational instruction; even students who excel ineducational settings often are unable to apply what they have learned to similar real-world contexts

(Dede, 2008). Teaching in a barren setting, such as a classroom, requires far-transfer: applying

knowledge learned in a situation to a quite different context whose underlying semantics are associated

but distinct.

When transfer is defined as learning that empowers future learning (Schwartz, Sears, &

Bransford, 2005), researchers measure transfer by focusing on extended performances where students

learn how to learn in a rich environment and then solve related problems in real-world contexts. The

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potential advantage of immersive interfaces and situated learning is that their simulation of real-worldproblems and contexts means that students must achieve only near-transfer: applying the knowledge

learned in a situation to a similar context with somewhat different surface features. Flight and surgical

simulators demonstrate near-transfer of psychomotor skills from digital simulations to real-world

settings; research on the extent to which less elaborate types of immersive interfaces can foster transfer

of cognitive and psychosocial skills is an important frontier for the field.

Overall, immersive interfaces are best used as a medium for learning and assessing

sophisticated knowledge and skills that are contextually dependent and are not based on a narrow

formulaic method. An example used in the EcoMUVE and EcoMOBILE curricular cases is scientific

inquiry. This is a well-studied cognitive and psychosocial understanding/performance based in part on

subject matter knowledge appropriate for a particular context (e.g., physics in a situation involving

magnetic fields, such as high voltage power lines) and in part on skills such as using appropriate tools

and techniques to gather, analyze, and interpret data; developing prescriptions, explanations,

predictions, and models using evidence; thinking critically and logically to make the relationships

between evidence and explanations; and recognizing and analyzing alternative explanations and

predictions (National Committee on Science Education Standards and Assessment, National Research

Council, 1996). Scientific inquiry (in its deepest sense) cannot effectively be learned through a tutoring

system or some form of direct instruction; inquiry skills are best motivated and taught either in a real-

world apprenticeship as part of a research team or in an immersive simulation of this experience.

Capabilities of virtual worlds for motivation and learning. In a virtual world, each participant

uses an avatar (a digital representation of oneself) to interact with digital agents, artifacts, and contexts.

Theories about motivation from social psychology describe various reasons why participants might

become highly engaged in a virtual world and might be motivated to frequently seek out this experience

(Dawley & Dede, in press). Aspects of a virtual experience that promote intrinsic motivation includeintrapersonal factors such as challenge, control, fantasy, and curiosity, as well as interpersonal factors

such as competition, cooperation, and recognition (Bartle, 2003). The challenge dimension of 

engagement is heightened when a participant achieves a state of flow through facing challenges that are

difficult but surmountable at his or her current level of skill (Csikszentmihalyi, 1991). Other generic,

intrinsic factors that heighten motivation include the perceived instrumental value of an activity

(Brophy, 1999), perceived personal competence in accomplishing the goals of an activity (Dweck, 2002;

Schunk & Parajes, 2005), and perceived autonomy in making choices within an activity (Ryan & Deci,

2000).

Przybylski, Rigby, and Ryan (2010) summarized these dimensions of motivation as applied to

videogames, many of which involve immersive interfaces. Lepper and Henderlong (2000) described

various ways that extrinsic incentives used to promote participating in an activity, but unrelated to theintrinsic nature of the experience, can undercut learning and intrinsic motivation, if overdone. Both they

and Habgood and Ainsworth (2011) suggested strategies for ensuring that educational experiences that

begin with extrinsic motivators culminate in participants having strong intrinsic motivation.

The experience of situated embodiment lies at the heart of immersive experiences in which one

feels psychologically present in a context that is not where the person is physically located (Winn, 2003).

In virtual worlds (VWs) and immersive simulations, situated embodiment is based on the willing

suspension of disbelief (Dawley & Dede, in press). Situated embodiment in virtual environments and

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immersive simulations offers the potential for identity exploration, in which a participant plays a roledifferent than that portrayed by that person in everyday life (Turkle, 1997, 2005). Laurel (1993) and

Murray (1997) described design strategies that can enhance participants’ identity exploration, such as

providing options to modify the avatar’s appearance, gender, or clothing; creating role-play

opportunities in historical or fantasy-based settings; and experiencing learning opportunities to be

someone other than themselves and reflect on the shift.

Social network knowledge construction (SNKC) is a pedagogical model for virtual world learning

(Dawley, 2009). SNKC takes advantage of the various social network communication mechanisms that

are available to participants in virtual worlds, leading learners through a five-stage process: identify,

lurk, contribute, create, and lead. Dawley (2009) listed over 15 in-world and out-of-world

communication mechanisms potentially available in virtual worlds. When leveraged effectively, these

communication options can support increased engagement and motivation, group action, individual

transformation, and shared meaning-making opportunities (Dawley & Dede, in press). Community

presence to induce a sense of belonging and group purpose is another affordance supported in virtual

worlds through communication mechanisms such as groups, guilds, and clans (Warburton, 2009).

Educational virtual worlds are practical in school settings when the cost of development is

amortized over a large number of students. Immersive media can be so motivating that students

voluntarily spend substantial extra time in them outside of the classroom (National Research Council,

2011). Virtual worlds designed for informal learning are not so engaging that they will displace

entertainment games, but some sites such as Whyville have garnered a large set of followers who spend

substantial time there (Kafai, Quintero, & Felton, 2010). Sustainability, distribution, and customer

acceptance are the three major hurdles preventing a rapid expansion of virtual worlds into educational

settings (National Research Council, 2011). These barriers are unfortunate, because the 2010 National

Education Technology Plan recommendations reference the potential power of this medium for learningand assessment (U.S. Department of Education, 2010):

2.3 Conduct research and development that explores how interwoven assessment technologies,

such as simulations, collaboration environments, virtual worlds, games, and cognitive tutors, can

be used to engage and motivate learners while assessing complex skills. (p. xvii)

This underscores the importance of research on embedding diagnostic assessment formative for

instruction into immersive learning environments.

A case example of virtual worlds for learning: the EcoMUVE curriculum. Complex causality

underlies many problems in the 21st century, such as global climate change and the world financial

crisis, in part because many people use only simple causal models in their reasoning. For example,

students typically use simple linear causal forms in their science learning —reasoning that one thingdirectly makes another thing happen. They also tend to focus on obvious variables, ones they can

perceive directly (Grotzer, 2004). This hampers learning about complex causal relationships in science.

As an illustration, ecosystems are complex systems that are impacted by nonobvious as well as obvious

causes, distributed causality, and effects at a distance and over long periods of time. An understanding

of complex causality is necessary to understand the dynamics involved in concepts such as energy

transfer, matter recycling, decomposition, and interaction between biotic (living) and abiotic (nonliving)

factors (Grotzer, Dede, Metcalf, & Clarke, 2009). Even after instruction, students often retain inaccurate

interpretations about ecosystems’ structural patterns and systemic causality (Grotzer & Basca, 2003).

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In response to these challenges for learning, our EcoMUVE middle grades curriculum(http://ecomuve.gse.harvard.edu) focuses on the potential of immersive authentic simulations for

teaching ecosystems science concepts, scientific inquiry (collaborative and individual), and complex

causality (Metcalf , Kamarainen, Grotzer, & Dede, 2012). This four-year project is funded by the Institute

of Education Sciences, U.S. Department of Education. The EcoMUVE curriculum consists of two MUVE-

based modules, which center on pond and forest virtual ecosystems. Each module consists of ten 45-

minute lessons and represents an ecological scenario involving complex causality. The curriculum is

inquiry-based; students investigate research questions by exploring the virtual ecosystem and collecting

data from a variety of sources over time, assuming roles as ecosystems scientists in this immersive

authentic simulation (Figure 1).

Figure 1. A student uses an avatar to explore a virtual ecosystem.

An illustrative activity in a virtual pond ecosystem. The description in this paper focuses on the

pond module (Metcalf, Kamarainen, Tutwiler, Grotzer, & Dede, 2011). The curriculum uses a jigsaw

pedagogy; students work in teams of four (Figure 2) and are given roles: areas of expertise (e.g.,botanist, microscopic specialist). Students use interactive learning quests to learn more about the

content specific to their module, (e.g., what is pH). Each student then performs data collection specific

to his or her role in the virtual pond ecosystem, sharing these data with teammates within the

immersive interface via tables and graphs. Each team works collaboratively to analyze the combined

data and understand the ecosystem interrelationships. The module culminates in each team creating an

evidence-based concept map representing their understanding of the causal relationships in ecosystem

and presenting it to the class.

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Naturalist Microscopic Specialist Water Chemist Private Investigator

Find out how the

populations of pond

organisms: largemouth

bass, bluegill, minnows, and

great blue herons change

over time.

Find out how the

populations of 

microscopic bacteria,

blue green algae, and

green algae change

over time.

Use the atom tracker to

find out what happens

to the carbon atom on

different days.

Gather clues from the

landscaper, the golf course

manager, the utility worker,

the park ranger, the

birdwatcher, other people

near the pond.

Use the field guide to learn

about the different fish

species.

Measure the dissolved

oxygen in the water on

different days.

Measure the dissolved

oxygen in the water on

different days.

Observe the weather on

different days; collect

measurements of 

temperature, cloud cover,and wind speed.

Use the atom tracker to

find out what happens to

the carbon atom on

different days.

Use the atom tracker to

find out what happens

to the oxygen atom on

different days.

Use the atom tracker to

find out what happens

to the phosphorus atom

on different days.

Measure chlorophyll a in the

water on different days.

Measure the turbidity in

the water (and use your

eyes) to see changes over

time.

Measure the

temperature in the

water on different days.

Measure the pH in the

water on different days.

Measure the temperature in

the water on different days.

Measure the dissolvedoxygen in the water on

different days.

Measure chlorophyll ain the water on

different days.

Measure the nutrients(phosphates and

nitrates) in the water on

different days.

Measure the nutrients(phosphates and nitrates) in

the water on different days.

Work together to create a concept map that represents the causal relationships of the pond ecosystem based on

whole team’s observations.

Figure 2. Students work in teams of four with complementary data collection roles.

Students can explore the virtual pond and the surrounding area, even under the water; see

realistic organisms in their natural habitats; and collect water, weather, and population data (Figures 3–

5). Students visit the pond over a number of virtual "days" and eventually make the surprising discovery

that, on a day in late summer, many fish in the pond have died. Students are challenged to figure out

what happened—they travel backward and forward in time to gather information to solve the mystery

and understand the complex causality of the pond ecosystem (Figure 6).

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Figure 3. Students can collect water, weather, and population data at the digital pond.

Figure 4. The submarine tool allows students to see and identify microscopic organisms.

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Figure 5. Talking to Manny and observing the bags of fertilizer.

Figure 6. Summarizing and interpreting data gathered over time.

We are studying the extent to which student teams can develop concept maps that explain the

complicated process by which the fish died (Figure 7). Our research measures also include student gains

in motivation to do science and feelings of self-efficacy about their abilities as scientists, student gains in

ecosystems science content, and students’ abilities to perform individual and collaborative scientific

inquiry. We implemented the EcoMUVE curriculum in 121 classrooms in 2011 and are analyzing the

many types of data we collected. Early findings (Grotzer, Kamarainen, Tutwiler, Metcalf, & Dede, 2012;

Kamarainen, Metcalf, Grotzer, et al., 2012; Metcalf et al., 2012) are very encouraging in terms of gains

on all these dimensions.

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Figure 7. Causal process underlying fish kill.

Capabilities of augmented realities for motivation and learning. As a complementary type of 

immersive interface to virtual worlds, AR utilizes mobile, context-aware technologies (e.g., smartphones,tablets) and software that enables participants to interact with digital information interwoven within the

physical environment (Dunleavy & Dede, in press). Two forms of AR are currently available to educators:

location-aware and vision-based AR. Location-aware AR presents digital media to learners as they move

through a physical area with a GPS-enabled smartphone or similar mobile device. The media (i.e., text,

graphics, audio, video, 3D models) augment the physical environment with narrative, navigation, and/or

academic information relevant to the location. In contrast, vision-based AR presents digital media to

learners after they point the camera in their mobile device at an object (e.g., QR code, 2D target). 

As an interface that fosters a blend of digital immersion and the real world, AR shares with

virtual worlds many of the affordances for learning already discussed. The unique power of AR as a

learning tool is its ability “to enable students to see the world around them in new ways and engage

with realistic issues in a context with which the students are already connected” (Klopfer & Sheldon,2010, p. 86). This includes the ability to present to a group of learners multiple incomplete yet

complementary perspectives on a problem situated within a physical space, enabling collaborative

pedagogical techniques and design approaches, such as jigsaw and differentiated role-play, which lend

themselves well to inquiry-based activities requiring argumentation (Dunleavy, Dede, & Mitchell, 2009).

By embedding these multiple perspectives within the environment and contextualizing them within a

problem-based narrative, AR also affords educators the ability to leverage physical space as an

additional layer of content for students to observe, manipulate and analyze (Squire et al., 2007).

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Numerous studies document high engagement by students and teachers as a result of using thehandhelds: adopting roles; negotiating meaning within active, inquiry-based compelling narratives;

solving authentic problems; and physically exercising (Dunleavy & Dede, in press). The ability to access

outside resources (i.e., Internet) and additional software on the devices to more effectively resolve the

learning environment’s challenges is another unique affordance of AR. Overall, both virtual worlds and

AR as immersive interfaces are exciting opportunities for research about how diagnostic assessment

formative for instruction can aid these powerful new types of learning environments.

A case example of a reality augmented for learning: The EcoMOBILE experience. As a curricular

case study, the EcoMOBILE project (http://ecomobile.gse.harvard.edu) is exploring the unique

affordances of AR, as well as the capabilities of data collection probeware, to support setting-enhanced

learning in environmental science education (Kamarainen et al., 2012). The EcoMOBILE curriculum is a

blend of the EcoMUVE learning experiences with these new, field-based activities. This research is

funded by the National Science Foundation and by Qualcomm, Inc. and is supported with resources

from Texas Instruments, Inc. 

The ability to understand ecosystems is enriched by experiences in real environments. Field

trips, both real and virtual, lead to increases in science knowledge (Garner & Gallo, 2005; Harrington,

2011), and outdoor experiences can positively influence student attitudes about nature (Ballantyne &

Packer, 2002). Yet, the real world can be a difficult learning environment: Students may be distracted by

the novelty of the social and physical context of the experience, making a focus on appropriate learning

tasks difficult (Orion & Hofstein, 1994). Also, students may be overwhelmed by too much information

and may struggle to discern where to direct their attention. As a result of these and logistical factors,

field trips tend to be one-time experiences with limited connections to what students experience in the

classroom curriculum or in their everyday lives.

As one means of improving this situation, research has shown that using data collection probesin science can enhance various aspects of teaching and learning in the classroom and in the field. Using

probes in a lab setting coupled with computer-mediated presentation of the results scaffolds critical

evaluation of graphs and data (Nicolaou et al., 2007), supports student learning of science concepts

(Metcalf & Tinker, 2004), and empowers inquiry-based science learning (Rogers & Price, 2008). Real-

time probeware helps students to see data and related concepts as concretely related to particular

phenomena (Vonderwell, Sparrow, & Zachariah, 2005).

A combination of both AR and environmental probes may further enhance the field trip

experience in ways that neither technology could accomplish on its own. The EcoMOBILE team is

studying whether using probes and/or mobile devices equipped with AR experiences can enhance

learning by situating data collection activities in a larger, meaningful context that connects to students’

activities at the real-world setting.In our pilot studies, the technology components have included an AR experience running on

wireless-enabled mobile devices, along with either water measurement test kits or graphing calculators

with environmental probes. The AR experiences were created using the FreshAiR AR development

platform (http://playfreshair.com) designed by MoGo Mobile, Inc. The FreshAiR platform allows an

author to create AR games and experiences that can be accessed anywhere from an Android mobile

device with wireless connectivity and GPS capabilities (Figure 8). Hotspots are placed on a map of the

physical setting, and these hotspots become accessible to students at the real location in the field

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(Figure 9). At a hotspot, students can experience AR visualizations overlaid on the real environment, aswell as interactive media including text, images, audio, video, 3D models, and multiple-choice or open-

ended questions (Figure 10).

Figure 8. Students work in teams to explore the pond ecosystem.

Figure 9. A green hotspot showing the direction and distance to the next location.

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Figure 10. Using a visual target to see a 3D image on the mobile device.

An illustrative pilot activity in an ecosystem augmented for learning. To help us better

understand how to design AR-based curricula, in fall 2011 we developed three distinct environmental

science AR experiences as pilot implementations for middle grades students. We provided a variety of 

content types and process structures to assess which elements are most engaging and powerful. As an

example, during a field trip to a pond the Scientific Discoveries pilot focused on understanding of the

relationship between biotic and abiotic factors, data collection and interpretation skills, and the

functional roles (producer, consumer, decomposer) of organisms in an ecosystem. This learning

experience included one class period before the field trip, the field trip itself, and one class period after

the field trip (Kamarainen, Metcalf, Grotzer, et al., 2012). Prior to the field trip, the students had access

to learning quests, which are online modules providing a 5–10 minute activity that introduces the

students to the ideas behind dissolved oxygen, turbidity, and pH.

In the Scientific Discoveries pilot, students collected water measurements using Texas

Instruments (TI) NSpire devices with Vernier environmental probes. The TI NSpire provides graphing

calculator capabilities along with a Data Quest data collection mode that allows display of multiple

probe readings on a single interface. Probes were provided to measure four variables: dissolved oxygenconcentration, turbidity (Figure 11), pH, and water temperature.

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Figure 11. Collecting water quality data on turbidity using digital probes.

The field trip lasted approximately 3.5 hours. The activities during the field trip included the

following AR experiences, along with more conventional field trip activities:

Upon arriving at a hotspot near the pond, students working in pairs were prompted to make

observations about the organisms around the pond and classify (producer, consumer, decomposer) an

organism they observed. Students answered questions about their observations, and received

constructive feedback based on their answers.

•  At the next hotspot, students were prompted to collect water measurements using the TI

NSpire and environmental probes. The AR delivered additional information that helped

them make sense of the measurements they had collected. Student recorded their data on a

worksheet.

•  Students were then prompted to collect water measurements at a second location that they

could choose. Students once again recorded their data and were prompted to compare the

two measurements.

• At a later hotspot, students were prompted to sketch on paper an organism they hadobserved near the pond.

•  Two more hotspots provided visual overlays, videos, and additional information related to

consumers and decomposers, as well as posed questions related to the role of these

organisms in the ecosystem.

•  As the final activity in the field, students met with another pair of students who had

collected the other two water quality variables, and the two pairs compared their

measurements before returning to the classroom.

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The AR supported students’ use of the probes by helping them navigate to a location to collect asample, providing step-by-step instructions for use of the probes, entering the reading in response to a

multiple-choice question, and delivering immediate feedback related to the student-collected

measurement (Figure 12).

Figure 12. Handheld device delivering background information about their research assignment.

On the next school day after the field trip, back in the classroom, students compiled all of the

measurements of temperature, dissolved oxygen, pH, and turbidity that had been taken during the field

trip. They looked at the range, mean, and variations in the measurements and discussed the implications

for whether the pond was healthy for fish and other organisms. They talked about potential reasons

why variation may have occurred, how these measurements may have been affected by environmental

conditions, and how to explain outliers in the data.

As discussed in Kamarainen, Metcalf, Grotzer, et al. (2012), our findings from the Scientific

Discoveries pilot showed that students were highly engaged with the technology and also with science.

Teachers were able to use pedagogical approaches that may otherwise be difficult in an outdoor

learning environment. Student learning gains on the content survey were significant both from a

statistical perspective and from the viewpoint of the teachers, who compared these gains to memories

of prior field trips without technological support. These results suggest that combining AR with use of 

probes inside and outside the classroom holds potential for helping students to draw connections

between what they are learning and new situations. Overall, our findings indicate that there are multiple

benefits to using this suite of technology for teaching and learning.

A major next step for the EcoMUVE and the EcoMOBILE projects is to incorporate interwoven

diagnostic assessments in their curricula. We see this opportunity as very important, now that we have

developed these environments and are studying their motivation and learning. The remainder of this

paper describes ways in which immersive simulations offer unique opportunities for interwoven

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diagnostic assessments using EcoMUVE and EcoMOBILE as examples of how these visions could beimplemented and delineating the substantial challenges in design and analysis that must be overcome

to realize this potential.

Embedding Diagnostic Assessments in Immersive SimulationsSome types of technology-based learning-by-doing environments are tightly structured in

several respects. The phenomenon to be studied is clearly defined, without extraneous or unrelated

information clouding the situation. Also, at each decision point, the range of possible actions is limited

to a few alternatives, all directly related to the phenomenon rather than possibly off-task. Often, the

understandings and performances to be learned are relatively simple and can be encapsulated in factual

statements and procedural recipes. These tightly structured characteristics typically apply to

nonimmersive simulations (Quellmalz & Haertel, 2004) and to tutoring systems (Koedinger & Corbett,

2006; VanLehn, 2006). Many computer-based games also fit this description.

In contrast, internships in workplace contexts, immersive simulations, field trips to real-world

settings, and some computer-based games (e.g., role-playing adventure games set in virtual

environments, such as Quest Atlantis [Barab et al., 2010]) are more open-ended learning experiences.

Students encounter many phenomena, only some of which are related to what they seek to learn; and

participants’ range of possible actions at any given point is quite broad. The understandings to be

developed are complex (e.g., problem finding in unstructured situations) and nonformulaic.

In tightly structured simulations, well-understood methods are available for collecting data

about student behaviors, analyzing these performances to determine what learners understand and do

not understand at a particular stage of instruction, and providing individualized feedback to students

and teachers that is formative for next steps in learning and instruction (Brown, Hinze, & Pellegrino,

2008). Tutoring systems and related assistance environments also have mature methods for collectingdata about learner actions, interpreting this information, and providing diagnostic feedback (Heffernan,

Heffernan, Decoteau, & Militello, 2012). Other papers from the technology enhanced assessments

symposium (Behrens, DiCerbo, & Ferrara, 2012; Heffernan & Koedinger, 2012; Levy, 2012) discussed

ways in which embedding diagnostic assessments in these tightly structured learning environments is

complicated and challenging. However, well-understood and mature strategies are available for

formatively improving learning and instruction for the types of educational content and outcomes that

these systems can support. In contrast, this paper focuses on less well understood, immature methods

for the more problematic challenge of embedding diagnostic assessments in open-ended learning

experiences such as immersive simulations.

Immersive interfaces offer unique potential for interwoven assessment because of three Es:

engagement, evocation, and evidence. In our research, we find that immersive authentic simulations arevery engaging for students, even though we deliberately avoid some types of motivation common in

games (Dede, 2009). Students try hard to succeed, and the learning experiences promote their self-

efficacy as a scientist. This means that, unlike many types of testing, all students are putting forth their

best efforts.

Further, immersive interfaces can evoke a wide spectrum of performances. As EcoMUVE and

EcoMOBILE illustrate, within the structure of a narrative about problems in an ecosystem, we can

simulate almost any performance that students might demonstrate within an internship in a real

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research group. This means that a very broad palette of learning experiences—and assessmentsituations by which a mentor would assess progress towards mastery—can create opportunities for

students to reveal their degrees of engagement, self-efficacy, understandings, and performances.

Drawing on a broad spectrum of performances is important in determining the true extent of 

what a student knows and does not know. For a decade, we developed and studied the River City

curriculum (http://muve.gse.harvard.edu/rivercityproject/); middle grades students learned

epidemiology and biological principles, as well as collaborative scientific inquiry, by traveling back about

130 years to an immersive virtual town plagued by diseases (Ketelhut et al., 2010). In our detailed

analysis of students’ ongoing activities and interactions, we found evidence of learning that was not

captured by pre/post-tests or by a scientific-conference presentation student teams gave at the end of 

the unit (Ketelhut, Dede, Clarke, Nelson, & Bowman, 2007). The evidentiary trail of learning trajectories

afforded by interwoven diagnostic assessments is richer and often more valid than a snapshot

summative measure, even a rich artifact like a synthesis presentation.

Finally, immersive interfaces can collect an impressive array of evidence about what a learner

knows (and does not know), what he or she can do (and cannot do), and whether he or she knows when

and how to apply disciplinary frames and prior knowledge to a novel problem. Immersive

environments—because of their situated nature and because they generate log files—make it easy to

design for eliciting performances, to collect continuous data, and to interpret structures of evidence. In

a virtual world, the server documents and timestamps actions by each student: movements,

interactions, utterances, saved data, and so on. In an AR, the mobile device can save moderately

detailed information about movements and actions, and using the device to record learners’ voices as

their team interacts could provide another resource for analysis. Given engagement, evocation, and

evidence, immersive learning interfaces potentially are the most powerful and valid assessment medium

available—but can we realize this potential?Difficulties of interwoven diagnostic assessment in immersive simulations. Quellmalz, Timms,

and Schneider (2009) examined issues of embedding assessments into games and simulations in science

education. Their analysis included both tightly-structured and open-ended learning experiences. After

studying several immersive games and simulations related to learning science, including River City, they

noted that the complex tasks in simulations and games cannot be adequately modeled using only

classical test theory and item response theory. This shortfall arises because these complex tasks have

four characteristics (Williamson, Bejar, & Mislevy, 2006). First, completion of the task requires the

student to undergo multiple, nontrivial, domain-relevant steps and/or cognitive processes. Second,

multiple elements, or features, of each task performance are captured and considered in the

determination of summaries of ability and/or diagnostic feedback. Third, the data vectors for each task

have a high degree of potential variability, reflecting relatively unconstrained work product production.Fourth and finally, evaluation of the adequacy of task solutions requires the task features to be

considered as an interdependent set, for which assumptions of conditional independence typically do

not hold.

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Quellmalz et al. (2009) concluded that, given the challenges of complex tasks, more appropriatemeasurement models for simulations and games—particularly those that are open-ended—include

Bayes nets, artificial neural networks, and model tracing. They added that new psychometric methods

beyond these will likely be needed. Beal and Stevens (2007) used various types of probabilistic models in

studying students’ performance in simulations of scientific problem solving. Bennett, Persky, Weiss, and

Jenkins (2010) described both progress in applying probabilistic models and the very difficult challenges

involved. Behrens, Frezzo, Mislevy, Kroopnick, and Wise (2007) described ways of embedding

assessments into structured simulations; and Shute, Ventura, Bauer, and Zapata-Rivera (2009)

delineated a framework for incorporating stealth assessments into games.

Not surprisingly given these analytic difficulties and the open-ended nature of immersive

learning environments compared to structured simulations and games, we encountered many

challenges in attempting to understand students’ progress during the course of the River City curriculum

(Ketelhut et al., 2007). River City was deliberately designed as a very open-ended learning environment

in which many paths to success were available. Further, resolving the town’s issues with illness required

students first to infer that three different diseases were simultaneously present and then to shift their

activities to studying one of these diseases. While scientifically valid and important as a learning

experience in complex inquiry, this complicated situation necessitated relatively unfocused data

gathering by students until the realization of superimposed illnesses was reached.

As a result of all these factors in River City, interpreting students’ detailed actions to understand

their intent—and what level of ongoing performance they actually achieved—was very difficult, although

Clarke (2009) developed analytic methods to accomplish this. For each student, by combining records of 

movements, interactions with the world, chat-logs with team members, and artifacts produced, we were

able to formulate case studies documenting individual learning trajectories. However, these case studies

required intensive human effort and expertise, and the methods used are impractical and unscalable forreal-time diagnosis formative for instruction. SAVE Science (http://www.savescience.net/) is a research

project currently studying the issues of data-mining records of student actions in an immersive virtual

environment for learning science inquiry (Ketelhut et al., 2012).

The virtual performance assessment project. To better understand the assessment challenges

involved with the MUVE interface, in 2008 my colleagues and I began our Virtual Performance

Assessment (VPA) project, funded by the Institute for Education Sciences of the U.S. Department of 

Education, as well as the Gates Foundation. We are developing and studying the feasibility of immersive

virtual performance assessments to assess the scientific inquiry skills of middle grades students as a

standardized component of an accountability program (http://vpa.gse.harvard.edu). The goal is to

provide states with reliable and valid technology-based performance assessments linked to state and

national science education standards for inquiry processes (Clarke-Midura, Dede, & Norton, 2011).Applying the evidence-centered design (ECD) approach (Mislevy & Haertel, 2006; Mislevy &

Rahman, 2009) allowed us to articulate every aspect of the VPAs, from the knowledge, skills, and

abilities (KSAs) measured to the types of evidence that allow making claims about what students know

and do not know. Using the principled assessment designs for inquiry (PADI) system has enabled us to

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create multiple forms of the same assessment, for a generalizability study, and to reframe scienceinquiry constructs (theorizing, questioning and hypothesizing, investigating, analyzing and synthesizing)

into specific KSAs aligned with current national standards (Clarke-Midura, Mayrath, & Dede, in press).

Clarke-Midura is currently studying the extent to which the attribute hierarchy method (Wang & Gierl,

2011) and Bayesian network models (Mislevy, Steinberg, & Almond, 2003) provide measurement

models suitable for the types of data generated from virtual performance assessments.

The VPA work has clarified how to design ECD-based summative assessments of sophisticated

cognitive performances in virtual worlds. We have established that this type of assessment is practical

and affordable at scale, as well as more valid for sophisticated performances like scientific inquiry than

paper-and-pencil, item-based assessments (Clarke & Dede, 2010). While we are still determining the

psychometric properties of our virtual performance assessments, we believe this medium has great

potential to complement more standard forms of testing. However, our research has also revealed that

the design of a virtual world as a summative assessment results in an environment necessarily too

narrow in its structure to allow many of the powerful forms of open-ended learning described above.

All these issues lead to the conclusion that the difficulties of embedding diagnostic assessments

in immersive simulations, as well as in other open-ended learning environments with complex tasks,

cannot be fully resolved—at least in the near-term—through more sophisticated analytic techniques.

New types of design strategies are also needed to create immersive authentic simulations that have

interwoven aspects amenable to diagnostic measurement and real-time formative intervention.

Design Strategies for Ameliorating Analytic Difficulties in Interwoven AssessmentsThis section describes design strategies that can preserve the open-ended learning that

immersive interfaces empower, while at the same time enabling tractable real-time analysis of data

diagnostic of students’ understandings. An important constraint in these designs is that, as much aspossible, the assessment activities and data collection must be unobtrusive. Otherwise, the assessment

dimension of the experience disrupts immersion and engagement through undercutting flow and

authenticity, which in turn can undermine learning (National Research Council, 2011). These design

strategies are illustrated with examples from River City and with potential applications to EcoMUVE and

EcoMOBILE. 

Paths and heat maps. The paths that a student takes in exploring a virtual world to determine

the contextual situation, identify anomalies, and collect data related to a hypothesis for the causes of an

anomaly are an important predictor of the student’s understanding of scientific inquiry. In River City, we

used log file data to generate event paths (Figure 13) for both individual students and their three person

teams. Students and teachers found this a useful source of diagnostic feedback on the relative

exploratory skills—and degree of team collaboration—that these performances exhibited.Dukas (2009) extended this research by developing an avatar log visualizer (ALV), which

generates a series of slides depicting the relative frequency events of one or more subpopulations of 

students, aggregated by user-specified location and time bins. Figure 14 displays an ALV visualization

that contrasts the search strategies of the high-performing and low-performing students in a class,

displaying the top 10 scores on the content post-test (in green) and the lowest 10 scores (in pink).

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Figure 13. Event paths in River City Session 3 for a three-person team.

Figure 14. An avatar log visualizater (AVL) heat map showing

high-performing and low-performing students in River City Session 4.

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The high performing students’ preferred locations provide an expert model usable in diagnosticfeedback, formative about their search strategies, to students in subsequent classes. The low

performing students’ locations may offer insights into what types of understanding they lack.

Path analysis is a potentially powerful form of unobtrusive assessment, although choosing the

best way to display student paths through a learning environment is a complex type of visualization not

well understood at present (Dukas, 2009). The utility of this diagnostic approach also depends on the

degree to which exploration in the virtual world is an important component of learning. In EcoMUVE, for

example, while the forest module involves substantial exploration, only one role out of four team roles

in the pond module involves searching the region. However, students can rotate this role from session

to session so that all get this experience and benefit from diagnostic feedback. In EcoMOBILE, creating a

heat map of which hotspots students prefer may be diagnostic about what they are not learning. We

already have designed learning experiences so that students who have a misconception go to a different

hotspot than those who are correct, thus generating a different path (and enabling teachers to see at a

glance which students are confused). Also, we plan to have students creating their own ARs in a year or

two, and assessing what they are highlighting—and missing—in their designs could provide useful

feedback.

Accessing an individualized guidance system. As another example of the rich analytic power

possible through the use of log files, Nelson (2007) developed a version of River City that contained an

interwoven individualized guidance system (IGS). The guidance system utilized personalized interaction

histories collected on each student’s activities to generate real-time, customized support. The IGS

offered reflective prompts about each student’s learning in the world, with the content of the messages

based on in-world events and basic event histories of that individual (Figure 15).

Figure 15. Individualized guidance system (IGS) interface.

As an example, if a student were to click on the admissions chart in the River City hospital, a

predefined rule stated that if the student had previously visited the tenement district and talked to a

resident there, then a customized guidance message would be shown reminding the student that he or

she had previously visited the tenement district, and asking the student how many patients listed on the

chart came from that part of town.

Multilevel multiple regression analysis findings showed that use of this guidance system with

our MUVE-based curriculum had a statistically significant, positive impact ( p < .05) on student learning

(Nelson, 2007). In addition to using the log files to personalize the guidance provided to each student,

we conducted analyses of guidance use. We knew when and if students first chose to use the guidance

system, which messages they viewed, where they were in the virtual world when they viewed them, and

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what actions they took subsequent to viewing a given guidance message. This potentially providesdiagnostic information that could guide instruction.

We could embed such an IGS system throughout the EcoMUVE; this would provide diagnostic

insights comparable to those provided by any hint system. For EcoMOBILE, we could develop a similar

system, but care is needed to ensure that the primary focus of students’ attention does not shift from

interacting with the real world to instead utilizing resources on the handheld device.

Asking questions of an “expert” agent. The APAs are “lifelike autonomous characters [that] co-

habit learning environments with students to create rich, face-to-face learning interactions” (Johnson,

Rickel, & Lester, 2000, p. 47). Bowman (2011) created Dr. C (Figure 16), an APA that served as a mentor

for middle school students studying space science. Interwoven in a web browser, Dr. C was a

computerized simulation of the primary scientist involved with NASA’s Mars Student Imaging Project.

One version of Dr. C provided both career (content-focused) and psychosocial (interpersonal-focused)

mentoring; the latter meant Dr. C would answer some questions about the scientist’s personal and

professional life. The back end of the system was a large set of short responses to frequently asked

questions, with a relatively simplistic pattern recognition system scanning the text of the student’s

question for words it recognized. A study revealed that the Dr. C template for expert mentoring was

flexible, reliable, and engaging, distributing substantial amounts of content knowledge on an as-needed

basis (Bowman, 2011).

Figure 16. Dr. C interacting with a student.

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Research suggests that APAs can fill various roles of mentorship, including expert, motivator,collaborator, and learning companion (Chou, Chan, & Lin, 2003). For example, Baylor and Kim (2005)

created three versions of an APA: the Expert, designed as older than the participants, formal in

appearance and language, and providing domain-specific information; the Motivator, casual in appearance

and language, providing encouragement; and the Mentor, less formal than the Expert yet older than the

Motivator, providing a mix of information and encouragement. The results from their study confirmed

that the agent (APA) roles were not only perceived by the students to reflect their intended purposes, but

also led to significant changes in learning and motivation as intended by their design. Specifically, the

Expert agent (APA) led to increased information acquisition, the Motivator led to increased self-efficacy,

and the Mentor led to overall improved learning and motivation (Baylor & Kim, 2005).

One can imagine tailoring a wide range of APAs to various student needs and embedding these

in immersive learning environments (Dede, 2012). Beyond engaging students and providing a limited

form of mentoring, APAs have advantages for interwoven diagnostic assessment in immersive authentic

simulations in two respects: First, the questions students ask of an APA are themselves diagnostic—

typically learners will ask for information they do not know, but see as having value. Sometimes a single

question asked by a student of an APA may reveal as much about what that learner does and does not

know than a series of answers the student provides to a teacher’s diagnostic questions. Both EcoMUVE

and EcoMOBILE could embed APAs of various types for eliciting a trajectory over time of questions that

reveal aspects of students’ understanding and motivation, as well as aiding learning and engagement by

the APA’s responses.

Second, APAs scattered through an immersive authentic simulation can draw out student

performances in various ways. In EcoMUVE and EcoMOBILE, a student could meet an APA who requests

the student’s name and role. Even a simple pattern recognition system could determine if the student

made a response indicating self-efficacy and motivation (“ecosystems scientist” or some variant) versusa response indicating lack of confidence or engagement (“sixth grader” or some other out-of-character

reply). As another example, an APA could request a student to summarize what the student has found

so far, and some form of latent semantic analysis could scan the response for key phrases indicating

understanding of terminology and relevant concepts. The important design considerations of this

method for evoking performances are that (a) the interaction is consistent with the overall narrative, so

not too disruptive of flow, (b) the measurement is relatively unobtrusive, and (c) the interactions

themselves deepen immersion.

Structured benchmark assessments that measure learning progress and scaffold transfer.

Periodically, designers could structure brief benchmarking episodes into the immersive learning

experience. In a virtual world, these might be the equivalent of the VPA assessments: shifting a student

to a semantically identical but syntactically dissimilar environment in which the student must identify aproblem (earlier in the curriculum) or resolve a problem (later in the curriculum) by performances based

on current understandings. In EcoMUVE, this might involve teleporting to a pond with a superficially

different problem that had similar underlying causality. In EcoMOBILE, a student might go into an area

of the ecosystem without AR supports for learning and, absent that guidance, demonstrate the degree

to which he or she can conduct various practices as an ecosystem scientist.

The ECD of this structured assessment would enable benchmarking to document a student’s

progress, without undercutting the open-ended nature of the overall learning experience. As another

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benefit, these benchmarking assessments could help to scaffold transfer. Further, by centering onlearners’ common misconceptions about that domain (e.g., in the case of ecosystems, action across

distance and time, invisible causes, the flows of matter and of energy), immediately conveying the

results of these benchmarks to students could prompt “aha” moments that help to synthesize new

levels of understanding.

Reporting mechanisms consistent with the immersive simulation’s narrative and flow. Game

designers have developed a variety of reporting mechanisms that provide diagnostic feedback to

participants, formative to improved player strategies, without disrupting flow or narrative (Gee, 2008).

These include dashboards of various types that provide ongoing progress levels for key variables (e.g.,

health and stamina in an adventure game). In the case of EcoMUVE and EcoMOBILE, finding various

species, classifying them along various dimensions (e.g., producers, consumers, decomposers), and

adding those species to a food web that models energy flow all offer opportunities for dashboard

variables important for learning the domain. Beyond providing ongoing feedback, this design strategy

increases immersion and engagement—and learning, if the variables tracked correspond closely to

instructional goals.

In River City, we went beyond dashboards to give students an opportunity parallel to leveling up

in games: On each visit to River City, teams of students could attain new powers through reaching a

threshold of experiences and accomplishments (Nelson et al., 2007). We centered our powers narrative

on a specific location inside the world, a spooky building initially closed to all students. When a team of 

students achieved powers for a given session, they gained access to a new room in the house where

they found a number of magical tools, such as a special interactive map that allowed students to check

on the health of all residents of the city. The powers design approach provides a way of motivating a

team’s collective success on a variety of interwoven assessments, then uses that achievement to

promote further learning with added opportunities for diagnostic inferences. EcoMUVE’s andEcoMOBILE’s designs could include domain-appropriate “powers” (e.g., in the field of view, highlighting

interesting areas for special study) that use interwoven assessments to promote engagement and

learning.

An analogy for the design of immersive diagnostic assessments. The list of design approaches

above is illustrative rather than inclusive, but gives a sense what is possible in immersive interfaces. All

of these types of assessment are based not on proxies (e.g., test items, essays) for real world

performance, but instead authentic actions in rich simulated contexts. One way to understand the

assessment strategy overarching these design approaches is to note that this paper begins by discussing

the value of learning in authentic real-world contexts, such as an internship in a workplace setting.

Suppose that internship was on an ecosystems science research team. One can imagine the mentor for

the internship structuring that experience to elicit understandings and performances that providediagnostic information: Is the learner:

•  gaining in confidence and developing an identity as a scientist?

•  developing intrinsic motivation about understanding and stewarding natural environments?

•  accomplishing progressively less easy performances related to science inquiry, as well as a

greater proportion of difficult tasks performed together by student and mentor?

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•  increasingly using disciplinary terminology and representations?

•  progressively more able to communicate her insights, both informally to the general public

and formally to the scientific community?

The mentor would continuously structure experiences to evoke these skills, but would do so

with care to avoid disrupting the engagement and flow of the internship experience. Certainly, the

mentor would not give periodic tests, nor would the intern be asked to write essay papers (although he

or she might contribute to the team’s research paper).

For a middle grades student in such an internship, the goal would be to reach some threshold of 

scientific understandings and performances, but beyond that threshold to focus the internship on

intrinsic motivation, self-efficacy, and love of learning (Tai et al., 2006). These important outcomes are

difficult to measure. Immersive authentic simulations are analogous to the internship; they are more

than is needed for learning basic concepts and formulaic skills, but are a powerful method of scaffolding

intellectual, emotional, and social capacity and commitment for future involvement (Dieterle, 2009), as

well as for assessing students’ progress towards these outcomes. The emphasis is not on achieving

higher performance on standardized measures, but on preparing learners for life. As such, an immersive

simulation interwoven with all the methods of diagnostic assessment described above would be

inefficient if the metric is coverage of curricular standards—but then that is not how we judge the value

of internships and similar real-world apprenticeship experiences.

In an instructional model oriented to presentational instruction with the goal of high

achievement on tests and essays, immersive simulations may seem a needless extravagance. But if our

ultimate goal is personal and collective success in the 21st century global, knowledge-based, innovation-

centered economy, then instruction, curricula, and assessment should center on real and simulated

authentic learning-by-doing experiences with just-in-time teaching-by-telling available to help learnerssurmount challenges as these are encountered through interwoven diagnostic assessments (Dede, 2011).

Next Steps in Attaining Immersive Assessments: Recommendations for the Field The National Research Council (2011) report on learning science through computer games and

simulations made several recommendations on a research agenda (pp. 126–127):

•  Applications of the ECD approach to the development of assessments of learning through

simulations and games. Developers and testing experts should collaborate to clearly identify

desired learning goals and the kinds of evidence needed to show learner progress toward

these goals; they should use these specifications to design tasks and test items in ways that

will provide the needed evidence. Modeling of the motivation and thinking of the learner

will need to evolve simultaneously with the “physical” modeling of the game or simulation.

In addition to ECD, I would include design for ameliorating the challenges of interwoven

assessment in open-ended learning environments.

•  The development and use of flexible statistical models and machine learning to make

meaning from the large amounts of data provided by simulations and games. These

measurement methods are well suited to application in simulations and games because they

can handle uncertainty about the current state of the learner, provide immediate feedback

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during tasks, and model complex patterns of student behavior and multiple forms of evidence. Continued research on these methods will help to improve assessment in

simulations and games.

In addition to new types of mathematical models, I would include embedded measurement

models analogous to those utilized by mentors in internship or apprenticeship settings.

•  Researchers should continue to advance the design and use of techniques that (a) rapidly

measure and adapt to students’ progress in a specific learning progression, (b) dynamically

respond to an individual student’s performance, and (c) allow for the summative evaluation

of how well students are learning.

A culminating achievement of this type of research would be to alter, in real time, the context

and activities of the immersive simulation to make salient what the student needs to understand next intheir learning trajectory.

Collectively, these research achievements could help to scaffold two Grand Challenges in the

2010 National Educational Technology Plan (U.S. Department of Education, 2010, p. 78):

1.0: Design and validate an integrated system that provides real-time access to learning

experiences tuned to the levels of difficulty and assistance that optimize learning for all learners

and that incorporates self-improving features that enable it to become increasingly effective

through interaction with learners.

2.0: Design and validate an integrated system for designing and implementing valid, reliable,

and cost-effective assessments of complex aspects of 21st-century expertise and competencies

across academic disciplines.

These in turn could empower powerful digital teaching platforms that enable customizing

classroom learning for each student (Dede & Richards, 2012).

 AcknowledgmentsThe EcoMUVE and EcoMOBILE projects are supported by research grants from the Institute of 

Education Sciences (IES) of the U.S. Department of Education; the Qualcomm, Inc. Wireless Reach

initiative; and the National Science Foundation. I also thank Texas Instruments and MoGo, Mobile, Inc.

for resources and support. I have greatly benefited from the insights of my colleagues Dr. Tina Grotzer,

Dr. Amy Kamarainen, Dr. Shari Metcalf, and Shane Tutwiler from the EcoMUVE/EcoMOBILE projects, as

well as from the insights of Dr. Jody Clarke-Midura, Director of the Virtual Performance Assessment

Project funded by IES and the Gates Foundation. In addition, I appreciate the feedback of Drs. Cassie

Bowman, Ed Dieterle, Brian Nelson, and Diane Jass Ketelhut, all members of the River City project team.

The viewpoints expressed in this article are mine and are not necessarily those of my collaborators or

the funders.

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